Re: Iron Front Event -- ARMA 3 mod, mission BeCTI by Benny

We had a good turnout, hit 20 players at one point but hovered at 14-16 for most of the 6+ hours we were on. Would definitely be nice to see some more WaW folks in there!

No base raping really (in contrast to our last event) -- both sides had multiple bases, so anyone getting camped was doing it either on purpose, or because they couldn't figure out how to select a different spawn point.

I heard basically zero complaining on my side, but then, I basically heard nothing on my side. Was the quietest game of Arma (of any kind) I've played where I wasn't alone, so that made it harder for me to tell much of anything. Even the chat/text channel was quiet. All of my friends/vets were on the other side plotting our destruction though (and failing!), so I think it was different over there.

Game ran pretty smooth (I had that one FPS drop on our 'practice' round, but never had it return) on my end, and both sides had CO's throughout (didn't even have to use my 'coup' command!).

We probably could have gone longer, but I had no one on my team that wanted to step up as CO (and our HQ arma'd itself into a flying fireball late in the game, so that would have made dragging things on much longer quite challenging!).

I should still be up for another go next weekend if folks are interested!?

Re: Iron Front Event -- ARMA 3 mod, mission BeCTI by Benny

Once I brushed off the cobwebs and reacquainted myself with the ins and outs of the game I had a lot of fun. I will try and be there if you run it again next weekend and may even have a go at commanding if I can work that out too.

Re: Iron Front Event -- ARMA 3 mod, mission BeCTI by Benny

That'd be awesome. Ether (commanded Russians after Val last time) volunteered to CO Germany, from the beginning (he wants to choose the initial base position). I'll see how much time I get this week, may be able to port to a new map. Likely still have to use Poland though, since that's our only neutral/independent force that makes sense.

Re: Iron Front Event -- ARMA 3 mod, mission BeCTI by Benny

Two things of note -- you don't "have" to have a commander. The AI will build all of the needed factories automatically, right at the spawn location, and start a pre-determined upgrade chain.

Second, don't forget that you can always SELL your factories, and that will end the game. Had the US base been one town farther from the front line, I think the battle never would have gotten there, which was obviously my intent.

The great news (to me) is that it seemed to work without a hitch. We had good frame rates, good participation, and no glaring bugs. For the most part, even given the botched start with someone losing their car keys, the battle was well-focused and intense. There were a few details I would have liked to have gotten more input on (like whether commander-placed statics were firing, whether the field repair script is working, etc.).

Yes, I think the flanks are key -- and I tried to push my teammates that way with map objective markers and constant reminders, but alas, INTO THE BREACH seems to be the going mantra of folks. I needed to designate some folks to do those towns (or do them myself is what I ended up going with). There certainly was plenty of fighting over the two towns in the center (hill 92 and the military camp), both of them changing hands several times. I had the victory cap set at 900, and neither team ever broke 750 I don't think. Could probably bring that down at least to 800, maybe even 750. Without seeing a bit more battle on the flanks, it's hard to say what's a viable 'win' on that map, but it's probably somewhere in the 700-800 range.

And as an aside, since my reputation was tarnished... Punish?! Now now... I deliberately didn't fire on your HQ or factories, thinking you might pull them back knowing that we were on your doorstep. My teammates were not so kind, however, when they arrived a quarter of an hour later!

The game seemed quite well-received by players. Perhaps we should move these posts to the public thread?

I had many ask when we'd be doing it again. So...?

{dropping this in the public thread}

So, played again yesterday, got up to 28 people, stayed well over 20 for the bulk of the game, and heard lots of folks saying they liked it. Talked a couple new folks through the commander role, so maybe we won't have to rely entirely on us old-heads. I'll try to keep it going for Saturdays, maybe we can work it in once in a while mid-week, or even on a Friday as well. There is still at least one who insists they won't enjoy it (without playing it) and jumps ship when we start, but if it's really a matter of us losing even a few to gain a dozen (or more), then it's a no-brainer to me.

Still not something I'd say is stable enough to run without a babysitter, but certainly a long ways down that road. At some point, I could probably tune the scheduler to run it on Saturday afternoons even with none of us around... someday. Stop by and give it a try!